Billore, Gautam

Abstract [en]

This paper aims to study the context of market orientation and the importance of customer knowledge, networking and cultural knowledge as components that contribute to market orientation and subsequently impact the internationalization of firms. The paper extends current understanding of market orientation through a study in the context of developing economies.

Abstract [en]

The paper will focus on the Indian influence in the transfer of, the business of, and consumer markets for Indian products, and more specifically textiles, from producers in the South Asian subcontinent to the lands to the east of Bali. This aspect of the influence of Indian products has received some attention in a general but not been sufficiently elucidated with regard to eastern Indonesia.

Abstract [en]

In recent years brands have come under the spotlight for delivering unique and authentic brand experiences. Consumers find themselves looking for brands that add experiential value to their daily life, from a sensory, behavioral, intellectual and relational perspective (Brakus et al., 2009). Moreover, there is a growing demand for brands that are able to deliver their brand promise authentically (Morhart et al., 2015; Schallehn et al., 2014). On this background, our research was conducted in order to examine the role of brand experience and brand authenticity in generating brand love. In addressing this issue, the present study attempts to perform a test on research hypotheses by empirically validating the proposed conceptual model in a cross-country context (Japan and Portugal) for the brands Apple and Samsung. Additionally, it analyses the moderating effect of self-authenticity in relation to brand experience and brand authenticity. Data collection was done using a structured questionnaire to final consumers, who are owners of Apple and Samsung devices. A total of 574 valid questionnaires were collected regarding Apple brand (Japan = 300; Portugal = 274). Following the testing of the structural equation model, results demonstrate the correlation between brand authenticity and brand experience and show that the greater the self-authenticity, the higher is the effect of brand authenticity on brand love. It is worth noting however that the direct and moderating effects are different for Apple and Samsung in Japan and Portugal. This accounts for the cultural differences in how consumers perceive the experiential and authentic brand value propositions and how they relate emotionally to brands. Our study also provides important managerial implications by helping brand managers to understand how to drive passionate and intense feelings towards brands and to target consumers who are looking for compelling, meaningful and authentic brand experiences.

Abstract [en]

In this pilot study, we focus on the use of digital tools in the teaching and learning of English in Sweden and Germany. English is the first compulsory foreign language in both countries. In both countries, there is also a new national strategy with proposals for actions to better exploit the potential of Information and Communication Technology (ICT) in education (Skolverket, 2016, Burchard et al., 2016, Regeringskansliet, 2017). Increasing importance is given to the use of digital tools in schools. In Sweden, every student receives a laptop from their school and this started about 10 years ago (Åkerfeldt et al., 2013) German students do not get a computer from their school and their exposure to English outside school is more limited than in Sweden. The hypothesis of this study is that there will be differences in the treatment of, and attitudes to, digital tools between the students and teachers, and between the two countries. Interviews were conducted with 9 Swedish and 7 German teachers of English and questionnaires answered by 15 Swedish and 40 German students in grade 6. The students were also asked to evaluate an English language learning game and the teachers were asked to rank four parameters on a Likert scale (Affect, Perceived usefulness, Perceived control, and Behavioral intention) when using digital tools for English language teaching (Teo, 2008). Our results show that the extent of digitalization in education differs between the two countries. Our study shows that the Swedish teachers employ a variety of tools, whereas there is a lack of access to computers as well as to digital learning tools in Germany. But even though Sweden has the technical tools, they are not used optimally due to a lack of in-service training. Neither of the countries has employed the use of games for language teaching and there is a tendency towards negative attitudes to “gamification”. We believe that a collaborative approach and co-creation between teachers, students and entrepreneurs will help to design more efficient digital learning tools, which, in turn, will contribute to better learning outcomes.

Abstract [en]

This paper proposes a new rating method for investigating Consumer Behavior, especially for the consumer survey about branded products. The new method, named “Fuzzy-set Concurrent rating method” (FCR-method), proposed by Oda(1993,1995), was developed by applying extended fuzzy logic.

The FCR-method uses two mono-polar scales for one question. From the result of rating, special index value is derived and is expected to present the hidden psychological feelings of the subject, which is never measured by traditional rating method.

By conducting the small test survey in Sweden, using the FCR-method, this study examines the usefulness of the integrated value I and the contradiction- irrelevance index C for analyzing the data obtained.

The main purpose of this study is to know whether the FCR-method works as expected

Abstract [en]

In this paper we present opportunities and challenges to meet the worldwide challenge of diabetes. Diabetes has devastating long term complications that cause very great personal suffering and social costs locally and globally. The prevalence of diabetes is increasing globally as an epidemic and affects 415 million people today which is expected to increase to 642 million is 2040. Int this paper we explore the possibilities to join an Indo-Swedish collaboration. we present a research framework for mobile applicaiton development between Sweden and India. the scientific frameowrk is elaborated and this paper ends with speciifc challenges and future work.

Abstract [en]

In this paper we present opportunities and challenges to meet the worldwide challenge of diabetes. Diabetes has devastating long-term complications that cause very great personal suffering and social costs locally and globally. The prevalence of diabetes is increasing globally as an epidemic and affects 415 million people today, which is expected to increase to 642 million in 2040. In this paper we explore possibilities to join in Indo-Swedish R&D collaboration. We present and motivate the research purpose. Furthermore we present a research framework for mobile application development between Sweden and India. The scientific framework is elaborated and this paper ends with specific challenges and further work.

Abstract [en]

As part of the Digital Humanities initiative at Linnaeus University, this exploratory study is aimed at gathering views and opinions from relevant stakeholders in the regional community in order to understand their perspective on Digital Humanities as a subject of study and the potential application of Digital Humanities to address local requirements. The ultimate purpose of the study was to inform the development of Digital Humanities at Linnaeus University in a way that would address genuine needs within society. The principal research question of the study was: "What views and opinions are there about Digital Humanities and how can they be exploited for the optimal benefit of the education and industry sectors of the local region of Småland?" A focus group interview of four stakeholders was conducted, each representing a different cultural institution in the region. The participants largely agreed that Digital Humanities could be used in optimal ways to engage people and end users in their work and social engagement. The Digital Humanities project could contribute and engage with wider society through schools, museums and other public platforms. However, the sustainability of the Digital Humanities project requires further study. Also, as a provider of higher education in Sweden, it was important to bear in mind that the proposed educational programme in the Digital Humanities needs to keep to the three pillars of Education, Research, and Engagement with Society as the primary components of their course development.